Files
pixelheros/assets/script/game/common/config/SkillDescSet.ts
pan a06c2c0e31 feat: 重构卡牌描述渲染系统,实现动态富文本展示
1. 新增SkillDescSet配置商店技能与药水模板,补充6201-6206范围攻击与6502-6511计时强化技能配置
2. 替换原有单/多文本标签为富文本组件,统一使用buildCardDescRich生成描述
3. 简化物品商店与卡牌组件的描述渲染逻辑,移除冗余的getDescription方法
4. 为药水卡片移除硬编码描述,改为从技能模板动态生成,自动高亮数值与持续时间
5. 实现附加概率后缀自动生成,支持暴击/冰冻/击晕/击退概率动态展示
2026-07-31 16:02:47 +08:00

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/**
* @file SkillDescSet.ts
* @description 技能描述结构化配置表(方案 B独立描述表纯 UI 用)
*
* 职责:
* 为触发技能提供"结构化字段 + 占位符模板",供 HeroSkillDesc.buildSkillDesc
* 在合并 overrides 后动态拼出效果文案。杜绝 SkillConfig.info 写死数值导致的
* "改数值忘改文案"漂移。
*
* 关键设计:
* - 与 SkillSet 同 keyskill uuid但只覆盖需要描述的触发技能
* 普攻/怪物技能不入表,由生成器回退旧 info 兜底。
* - 数值永远从 mergeSkillParams 后的实时 skill 取值permField/timedField
* overrides 改了数值,文案自动同步。
* - 永久模式overrides 直接改写 ap 等与计时模式overrides 走 timed_buff_id
* 分别用 templPerm / templTimed 两套模板。
*
* 模板占位符:
* {target} 目标(自身/随机N名队友/全体友方/敌方)
* {value} 取值(来自 permField 或 timedField 指向的字段)
* {unit} 单位(""/%/次)
* {verb} 效果动词(攻击力/暴击率/护盾…)
* {dur} 持续时间秒数(计时模式用,取 buff_duration
*/
import { FieldSkillType, SkillOverrides } from "./SkillSet";
/**
* 单个技能的结构化描述配置
*/
export interface SkillDescConfig {
/** 效果动词,如 "攻击力"/"暴击率"/"护盾" */
verb: string;
/** 单位,如 ""/"%"/"次" */
unit: string;
/** 永久模式取值字段overrides 直接改写的字段),通常 "ap" */
permField: keyof SkillOverrides;
/** 计时模式取值字段overrides 走 timed_buff_id 时),通常 "buff_value" */
timedField?: keyof SkillOverrides;
/** 永久模式文案模板 */
templPerm: string;
/** 计时模式文案模板(含 {dur}),不填则该技能不支持计时模式 */
templTimed?: string;
}
/**
* 技能描述表key = SkillSet 的技能 uuid
* 首批覆盖现役英雄涉及的触发技能;未入表技能由生成器回退 skill.info
*/
export const SkillDescSet: Record<number, SkillDescConfig> = {
// 6301 护盾ap = 可格挡次数
6301: {
verb: "", unit: "次", permField: "ap",
templPerm: "{target}获得{value}{unit}格挡护盾",
},
// 6302 治疗ap = 攻击力百分比
6302: {
verb: "", unit: "", permField: "ap",
templPerm: "{target}回复攻击力{value}%生命",
},
// 6401 攻击强化:永久 ap=攻击点;计时 buff_value=攻击点
6401: {
verb: "攻击力", unit: "", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}+{value}",
templTimed: "{target}{verb}+{value},持续{dur}秒",
},
// 6402 生命强化ap = 最大生命点
6402: {
verb: "最大生命", unit: "", permField: "ap",
templPerm: "{target}{verb}+{value}",
},
// 6403 暴击强化:永久 ap=暴击%;计时 buff_value=暴击%
6403: {
verb: "暴击率", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}+{value}{unit}",
templTimed: "{target}{verb}+{value}{unit},持续{dur}秒",
},
// 6404 暴伤强化ap = 暴击伤害%
6404: {
verb: "暴击伤害", unit: "%", permField: "ap",
templPerm: "{target}{verb}+{value}{unit}",
},
// 6405 击晕强化ap = 击晕概率%
6405: {
verb: "击晕概率", unit: "%", permField: "ap",
templPerm: "{target}{verb}+{value}{unit}",
},
// 6408 穿刺强化ap = 穿刺概率%
6408: {
verb: "穿刺概率", unit: "%", permField: "ap",
templPerm: "{target}{verb}+{value}{unit}",
},
// 6409 风怒强化ap = 风怒次数
6409: {
verb: "风怒次数", unit: "次", permField: "ap",
templPerm: "{target}{verb}+{value}{unit}",
},
// 6501 复活ap = 复活生命值百分比
6501: {
verb: "", unit: "", permField: "ap",
templPerm: "{target}以{value}%生命复活",
},
// ==================== 技能商店范围攻击卡6201-6206ap = 单段伤害 ====================
// 注:暴击/冰冻/击晕/击退等附加概率由 buildCardDescRich 扫描 crt/frz/stun/bck 动态追加,不在模板写死
6201: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
6202: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
6203: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
6204: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
6205: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
6206: {
verb: "", unit: "", permField: "ap",
templPerm: "每段造成{value}点伤害",
},
// ==================== 计时性强化技能6502-6511药水底座走 timed_buff_id ====================
// 数值取自 BuffList 默认修饰值或药水卡 overrides.buff_value持续时间取 BuffList.duration
6502: {
verb: "", unit: "", permField: "ap", timedField: "buff_value",
templPerm: "{target}回复生命",
templTimed: "{target}每秒回复{value}点生命,持续{dur}秒",
},
6503: {
verb: "攻击力提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6504: {
verb: "暴击率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6505: {
verb: "击退概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6506: {
verb: "穿透概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6507: {
verb: "攻击速度提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6508: {
verb: "风怒概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6509: {
verb: "击晕概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6510: {
verb: "击晕抗性提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6511: {
verb: "冰冻抗性提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
};
/**
* 驻场光环数值格式比例型value 0.1 → +10%或整数型value 1 → +1
*/
export enum FieldValueFmt {
/** 比例value*100 取整 + "%"(如 0.1 → "+10%" */
Percent = 1,
/** 整数:直接 +N如 1 → "+1" */
Int = 2,
/** 整数减:直接 -N如 1 → "-1",用于费用减免) */
IntMinus = 3,
}
/**
* 单个驻场光环的结构化描述配置(文字表达标准层统一称谓)
*/
export interface FieldDescConfig {
/** 效果动词,如 "英雄攻击力"/"召唤触发技能次数" */
verb: string;
/** 数值格式(决定 value 如何渲染为高亮片段) */
fmt: FieldValueFmt;
}
/**
* 驻场光环描述表key = FieldSkillType。
* 数值永远取 FieldSkillConfig.value 实时渲染,替代手写 info杜绝漂移。
*/
export const FieldDescSet: Record<number, FieldDescConfig> = {
[FieldSkillType.SummonCount]: { verb: "召唤触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.DeadCount]: { verb: "死亡触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.StartCount]: { verb: "战斗开始触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.EndCount]: { verb: "战斗结束触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.WaveGold]: { verb: "每回合金币收益", fmt: FieldValueFmt.Int },
[FieldSkillType.SellGold]: { verb: "卖出英雄金币", fmt: FieldValueFmt.Int },
[FieldSkillType.WaveHeal]: { verb: "战斗结束生命回复量", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroAtk]: { verb: "英雄攻击力", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroStun]: { verb: "英雄击晕概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroCrit]: { verb: "英雄暴击率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroCritDamage]: { verb: "英雄暴击伤害", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroSpeed]: { verb: "英雄攻击速度", fmt: FieldValueFmt.Percent },
[FieldSkillType.BuyDiscount]: { verb: "购买卡牌费用", fmt: FieldValueFmt.IntMinus },
[FieldSkillType.RefreshDiscount]: { verb: "刷新卡牌费用", fmt: FieldValueFmt.IntMinus },
[FieldSkillType.HeroHp]: { verb: "英雄最大生命", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroWindFury]: { verb: "英雄风怒概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroPuncture]: { verb: "英雄穿刺概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.AtkCount]: { verb: "攻击触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.BeAtkCount]: { verb: "被攻击触发技能次数", fmt: FieldValueFmt.Int },
};